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 Personalities of Thurian:, Individuals and there lives.
Nialldubh
Posted: Dec 17 2011, 06:18 PM


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Sube; Hyrkanian Bandit:
Medium Humanoid Female.
Bandit 1.
Hit Dice: 1d8+1 (9 hit points).
Initiative: +4 (+2 Dex, +2 Ref).
Speed: 30 ft.
Dodge Defence: 12 (+0 level, +2 Dex).
Parry Defence: 8 (+ 0 level, -2 Str).
DR: 4 (leather jerkin).
Base Attack Bonus/Grapple: +0/-2.
Attack: Unarmed Strike +2 melee finesse or Sling +2 ranged.
Full Attack: Unarmed Strike +2 finesse or Sling +2 ranged.
Damage: Unarmed Strike (1d3-2) x2, AP 0 or Sling (1d8-2) x2, AP 0;
Special Attacks: +1 Attack with every Bow, +1 attack at 6 Increments, +2 at 9 Increments. Tulwar and Hyrkanian Bow as Martial Weapons.
Special Qualities: Hyrkanian traits, Favoured Terrain: Plains: +1*, while with in their own territory they gain +2 to Diplomacy, Intimidate and Gather Information if they possess an obvious weapon. Controller/Dominator (from Players Guide).
Space/Reach: 5 ft./5 ft.
Saves: Fort: +3, Ref: +4, Will: +1 (-2 vs Hypnotism).
Abilities: Str 6, Dex 14, Con 12, Int 16, Wis 13, Cha 18.
Skills: Bluff: +4, Craft (Herbalism):#[4] +7, Diplomacy: +2, Gather Infomation: +3, Handle Animal:BS[4] +8, Heal:#[4] +5, Hide:[2] +4*, Intimidate: +8, Knowledge (Geography):[1] +4, Knowledge (local: Hyrkania):BS +5, Listen: +1*, Move Silently:[2] +4*, Perform (Dance): +4, Perform (Sing): +4, Ride:BS[4] +6, Search: +3*, Sense Motive:#[4] +5, Spot:[1] +2*, Survival:BS[4] +5*, Tumble:[4] +6.
Feats: Track.
Languages: Hyrkanian, Hyperborean, Brythunian, Khitan, Shemitish and Stygian.
Reputation: 5 (Brave).
Leadership: —.
Code of Honour: --.
Allegiances: Tribe, Family, Horses.
Possessions: Leather jerkin, sandals, soap, dagger, sling and 10 bullets.

# Intelligence Bonus.

Description: Sube is dark of skin with long black silken hair, her dark brown eyes can be intense with whatever emotion she is inclined to feel. Of only 18 summers, she does not question everything that occurs around her, but if she does thinks she is right, she can become very angry. She abides by the way of her tribe, organising the camp area she is assigned to with determination.


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Nialldubh
Posted: May 24 2012, 02:28 PM


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The Bone Woman By Raven

Female Aboriginal (1) Level 4 Hermit/Level 16 Scholar [Level 2 Barbarian/Level 18 Scholar]
Hit Dice: 2d10 + 8d6 + 30 [78 Hit Points]
Initiative: +11 [+8 Reflex; +3 Dexterity]
Movement: 30 Feet
Defense Value: Dodge 20; Parry 18
Damage Reduction: None
Base Attack/Grapple: +15/+17
Attack: Staff of knowledge +19 melee finesse [2d4+3; x2 critical; AP 3; Reach]
Full Attack: Staff of knowledge +19/+14/+9 melee finesse [2d4+3; x2 critical; AP 3; Reach]
Special Attacks: Versatility
Special Qualities: Arcane Sustenance; Fearless; Increased Maximum Power Points [quadruple]; Knowledge is Power; Scholar Background [Independent]
Saves: Fort +11; Ref +11; Will + 22 (2)
Abilities: Str 14; Dex 16; Con 15; Int 25; Wis 22; Cha 22
Skills: Bluff +15 (3); Craft [alchemy]+29 (4); Craft [herbalism] +33 (4)(5); Craft [weaponsmith] +31 (4); Diplomacy +15; (3)(5); Hide +12 (6); Heal +20 (5)(7); Intimidate +19 (3); Knowledge [arcane] +27; Knowledge [geography] +18; Knowledge [history] +18; Knowledge [nature] +18; Knowledge [nobility] +18; Listen + 14; Move Silently +12 (6); Sense Motive +22; Spot +14; Survival +20 (5)(6)(7)
Feats: Craft Magic Item; Craft Major Magic Item; Craftswoman; Diviner [see upcoming post on New Feats]; Iron Will; No Honour; Permanent Sorcery, Ritual Sacrifice; Self Sufficient, Tortured Sacrifice, Track

Reputation: Talented [Zingara, Hyrkania, possibly others- 26]
Code of Honour: No Honour
Alligance: None
Corruption: 8
Insanities: Sadism [major] [see upcoming post about New Insanities]

Base Magical Attack Bonus: +15 [+9 natural; +6 Cxharisma]; +17 with spells of the Divination style of Sorcery
Base Power Points: 15 [9 natural; +5 Wis]
Maximum Power Points: 60
Sorcery Styles Known: Cosmic Sorcery; Curses; Divination; Immortality; Necromancy; Summoning
Spells Known: Agonizing doom; astrological prediction; bone melding [see upcoming post on New Magic]; curse of Yizil; death touch; dream of wisdom; dream projection [see upcoming post on New Magic]; eternal youth; eyes of the dead; gelid bones; greater sorcerous news; lesser ill-fortune; life drain; master-words and signs; projection; psychmetery; raise corpse; sorcerous news; summon demon; summon essence; the stars are right; the time is right; visions; visions of torment and enlightenment; witch’s vigour

Equipment: Staff of knowledge; Robe; at least one of a set of crystal ball of speech and vision, ten doses of powdered Yellow Lotus Mash. Due to her skill and great age, the Bone Woman likely has created or has access to a large variety of herbal, alchemical and enchanted items that she can draw upon as needed.

(1) See upcoming post on New Races
(2) Includes Iron Will and No Honour Feats. Due to the No Honour Feat and her own Corruption the Bone Woman has only a +11 saving throw against Corruption. The Bone Woman has a +2 morale bonus to all Fear and Terror checks due to her Fearless special ability
(3) Includes effects of Corruption
(4) Include Craftswoman Feat
(5) Includes synergy bonus
(6) As an Aboriginal the Bone Woman has +2 racial bonus to all skill checks with this skill in Hill Terrain
(7) Includes Self-Sufficient Feat

[The above is an estimate of the Bone Woman abilities, powers and resources from the scant knowledge of her. It may undergo revision if future chronicles reveal more of her nature]

Not much is known about the mysterious individual known as the Bone Woman though legends about her abound. Those few who have seen her projection, or even more rarely her living form, describe her as an ancient and withered crone with thin wispy hair and lean, almost emaciated brown skinned body. Her eyes appear clouded by cataracts and she leans heavily on her gnarled staff. Few that are wise would think her powerless though.

The truth is that the Bone Woman is the last surviving member of the ancient Aboriginal races that preceded the Hyborian Age humans. Achieving the means of immortality through her art, the Bone Woman has survived these long millennia on the edges of human civilization, watching and brooding over the fates of men and other things. Of all the living sorcerers in the world, she is one that is most gifted in the art of Divination. She sifts through the fates of men and nations with her greater sorcerous news spell looking for individuals and events of great potential, seeking to bend their fates to her own goals. What these goals are and why she does this is unknown. She has grown so old that money, status, wealth or the other physical trappings of the world have no further meaning to her. She could likely buy kingdoms or command kings as puppets if she put her mind to it. Perhaps this game of hers is the way she prevents her mind from succumbing to the long ennui of the ages.

The Bone Woman likes her privacy though. Though many of heard of her, she knows if someone is seeking her well in advance and can take steps to remain hidden if she desires to. Those seeking to find information about her magically learn that she has used greater sorcerous news to eliminate all traces of her past and movements. If a person does stumble upon her it is because she wishes them to find her.

From time to time the Bone Woman takes a champion. Her usual method is to take a malleable youth of high potential and mold them with brutal means into a ruthless killer. She is never so course as to kidnap them or force them in her service but to let them find her and agree to her methods of their own free will. Her methods are severe- Janissa’s ‘training’ was a typical example. She is careful not to kill these potential champions out of hand- most injuries suffered will be not be life threatening but greatly painful and humiliating and the Bone Woman’s skill with healing is great enough to prevent them from dying unless she desires them to. A few of her potential champions commit suicide rather than submit to her will. Those champions that do survive typical wield the magical weapons that bear her name in her service.

On other occasions when a person of great potential but far too willful to break arises from the common lots of men, the Bone Woman seeks to suborn them to their will by offering them ‘advice’ and giving ‘favours’. Then she will begin to ask favours from these people and slowly but surely draw them into her web of manipulation until there are little but her puppets. Her current interest is the career of the young barbarian Conan. Sensing that the priest Kalanthes might need more assistance than Janissa could provide in his opposition to Thoth-Amon, she manipulated events so that Conan was hired by Kalathes as an additional bodyguard. This proved to be true. Without Conan’s assistance Kalathes would most likely been slain by Thoth-Amon and Thoth-Amon would have gained the mystical weapon known as Eye of Tik-Pulonga- making the Stygian far more powerful than the Bone Woman felt was safe. The Bone Woman predicted that Kalathes would succeed in destroying the gem but that Conan would be slain in the conflict between the two. That Conan survived surprised her greatly and spoke to the great potential he possessed. In a dream projection the Bone Woman tempted Conan with providing him her support and protection. Conan refused her and she departed relatively peacefully. She is likely not done with the Cimmerian giant and it is a good bet that she and her champion will cross paths with him again.

Role-playing Notes: The Bone Woman makes an excellent ally, enemy or even interested neutral in any campaign. Most adventuring parties will be doing something of interest to her and she’ll gladly help, hinder or manipulate them as the circumstances call for. This will also likely mean that her current champion Janissa will be watching them from the shadows……


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Nialldubh
Posted: May 24 2012, 02:38 PM


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Janissa the Widowmaker By Raven
[First Appearance Conan #7]

Female Zingaran Level 10 Swordmaiden [Level 5 Soldier/Level 5 Temptress] .
Hit Dice: 5d10 + 5d6 + 20 [74 Hit Points].
Initiative: +12 [+5 Ref; +5 Dex; +2 synergy bonus] .
Move: 30 feet.
Defence Value: Dodge 20 (1), Parry 16.
Damage Reduction: None.
Base Attack/Grapple: +8/+10 .
Attack: The Bone Woman’s blade +13 melee finesse [1d10+2; 18-20 x2 critical; AP 8] (2) [see upcoming post on New Magic Items] or Throwing Blade +13 ranged [1d6+2; x3 critical; AP 4; 10 foot range increment] [see upcoming post on New Weapons].
Full Attack: The Bone Woman’s blades +13/+8 and +13/+8 melee finesse [1d10+2/1d10+1; 18-20 x2 critical; 8 AP] or Throwing Blades +13/+8 ranged [1d6+2; x3 critical; AP 4; 10 foot range increment].
Special Attacks: Art of Distraction, Sneak Attack +3d6 (1) (3), Weapon Familiarity [Greatsword]; +1 racial bonus to attack with Arming Swords or Broadswords.
Special Qualities: Aura of Authority; Binding Contract; Comeliness; Formation Combat- skirmisher; Savoir Faire; Spurn Seduction; Title (4); Vigilance
Saves: Fort +7; Ref +10; Will +11 (5).
Abilities: Str 15, Dex 20, Con 14, Int 14, Wis 13, Cha 19.
Skills: Balance +14; (3); Bluff +19 (5); Climb +14; Diplomacy +6 (3)(6)(7); Disguise +9 (6); Escape Artist +15; Gather Information +13 (6); Hide +25 (1); Heal +3; Intimidate +25 (5) (6)(7); Knowledge [local] +6; Knowledge [nobility] +4; Knowledge [tactics] +7; Listen +21 (8); Move Silently +25 (1); Perform [virginity] +5 (6); Profession [sailor] +4 (3); Ride +7; Sense Motive +16 (3); Sleight of Hand +15; Spot +21 (8); Survival +4; Tumble +23, Use Rope +8 (3).
Feats: Acrobatic; Cleave; Combat Expertise; Exotic Weapon Proficiency [moonblade] [see upcoming post on New Weapons]; Improved Feint; Light Footed; No Honour; Noble Blood; Power Attack; Sneak Subdual .

Reputation: Brave [Hyborian Kingdoms- 15] .
Code of Honour: No Honour.
Allegiance: The Bone Woman.
Corruption: 3.
Insanities: Socipathy (minor) [See upcoming post on New Insanities].


Languages Known: Aquilonian, Brythunian, Corinthian, Demonic, Hyrkanian. Kothic, Nemedian, Ophirian, Shemtish, Zamorian, Zingaran

Possessions The Bone Woman’s blades; an Akbitanan Poniard and twelve Throwing Blades hidden about her outfit; the smaller stone of a set of crystal balls of speech and vision; Merchant class halter-top and loincloth

(1) Includes Light Footed Feat.
(2) When using one of the Bonewoman’s blades alone Janissa often uses it double handed. If she is doing so, increase her attack damage by 1.
(3) Includes racial bonus or penalty.
(4) Though technically a minor member of Zingaran nobility, Janissa does not use her original name and makes no use of her Title.
(5) Includes Aura of Authority special quality and the No Honour Feat. Due to the No Honour Feat and her own Corruption Janissa only possesses a +5 saving throw against Corruption.
(6) Includes effect of Corruption.
(7) Includes synergy bonus.
(8) Includes Vigilance special ability.

Background

”You’d hear my tale then? Hear my story? Hnh. How is it such tales begin? ‘Once upon a time’? Very well then Conan of Cimmeria, One up a time there was silly, stupid girl….”

-Janissa, Conan #11

The woman who would later be known as Janissa the Widowmaker was born the daughter of a prosperous merchant named Lestario. Blessed with wealth and cursed with a lack of sons, Lestario sought to marry his daughters into the nobility that his heirs might be of royal linage. Two of daughters proved tractable to this plan, their thought consisting of little else save wearing fancy clothes, attending dances and marrying rich young lordlings. The third daughter was of a different temperament. Rather than be married off like good traded and sold, she longed for freedom, to be a warrior and to earn her way in the world by her skills and determination rather be an expensive ornament to a jaded noble. So one night she stole one of her father’s horses she fled his estate seeking a sorceress reputed to live in the hills to implore her aid.

So the daughter of Lestario discovered the Bone Woman and spoke her wish to be powerful, skilled and the equal of any man in battle. There the woman who would be known as Janissa struck a deal with the Bone Woman. In exchange for making her a warrior of great prowess she would serve the Bone Woman for a length of time equal to twice the time her training time. The Bone Woman’s method of training would be quite different than what he girl expected. After being rendered unconscious by the Bone Woman’s powdered Yellow Lotus Mash, the girl found herself sealed in a deep cave whose only entrance was far out of reach. From that entrance the Bone Woman tossed a single weapon- one of the magical blades that bears her name- and bade the girl make good use of it as her first lesson was upon her. A few moments later a foul creature, a minor demon of vile countenance leapt from the shadows. It easily overcame the girl and bore her to the ground, tearing at her garments. Under the Bone Woman’s cold gaze the demon repeatedly raped the girl repeatedly until she passed out from the pain. When she awoke the Bone Woman crouched over the girl with food and water. “Rest.” the Bone Woman said. “Regain your strength [and] think on your mistakes, on what you might have done better. There will be two them tonight.”

”…and the girl began dully to comprehend that someday, somehow, there might be an end to her ordeal. But it did not come. It did not come.”

-Janissa, Conan #11

So it continued. By day the girl would heal and recover from the assaults of the night before and practice with weapon she had been given. At night the demons would come their number increased by one. The demons fought not to kill, but to overcome the girl and violate her at their will. When the girl killed the first one, the Bone Woman treated her wounds with magical herbs and taught her knowledge of strategy and tactics. The next night she killed two before being overcome by their numbers. As the girl killed more, the Bone Woman used her bone melding spell to speed the girl’s recovery. As the number of demons who died at the girl’s blade grew, the Bone Woman granted the girl the magical blade’s twin.

In the nearly lightless pit, time had no meaning. Every ounce of softness, mercy or compassion melted away from the girl, making her a hardened killer with little equal, thus fulfilling the Bone Woman’s promise. Demon after demon fell to her blades until no more did any bear her down to the ground and violate her. She slew horde after horde for a month until the entire cave was an abattoir strewn with bodies of unclean beings Then the Bone Woman deemed her warrior’s training complete and the girl took the name Janissa. And she serves the Bone Woman’s whim to this day, the time of her service to that immortal sorceress not yet complete.

Appearance

The Corruption of her mentor has not left Janissa untouched. Prior to meeting the Bone Woman, she had a larger, more voluptuous figure and bore auburn brown curls and light brown eyes. After her harrowing, her hair became straight and blood red and her figure spare of any softer flesh. She also bears a scar from her ordeal in the demon pit from her left eye to her lip. Her eye colour is so dark that the seem bottomless pits when she is angered or her bloodlust is stirred, which is often. Blood red lips often part in a sardonic smile to reveal perfect ivory teeth. Yet she retains a striking, almost frightening beauty and dresses in a provocative manner in order to distract the men she battles. She disdains armour, electing greater mobility and the ability to fade from view if a conflict turns against her. If she needs to move among people without attracting notice she often doffs a heavy cloak to disguise her outré gear and appearance. Unknown to most people the ruby set in the pommel of her Poniard is the smaller stone in a set of crystal balls of speech and vision she uses to keep in touch with her mistress.

Combat

”Pff, I thought you break me in two…?”

“And perhaps I can. But you have more skill than I’d expect from a woman.”

“Most men I’ve faced wouldn’t admit to that. Then again, most don’t live long enough.”

-Janissa and Conan, Conan #11

Janissa is assassin, little interested in the rules of fair combat or chivalry. If she means to take the life of an opponent she will make use liberal use of her Sneak Attack, setting her target up for it by using surprise, Art of Distraction, Improved Feint or the Stunt Attack combat manoeuvre. She’ll often make use of her Throwing Blades to strike down opponents in the beginning of combat via Sneak Attack before engaging in melee. On larger or heavily armoured targets opponents she’s make use of her Power Attack Feat using her blade two handed to maximize the Feat’s effectiveness. If faced with a large number of lesser skilled opponents she revels in the opportunity to use her Cleave Feat to gorge her bloodlust.

Janissa values her own skin- she will make use of Combat Expertise and/or fight Defensively if she feels hard pressed. Her high Tumble skills allows her to move about a fight with little chance of ever suffering an Attack of Opportunity allowing her to come and go in a battle as she pleases. She had no compunction against retreating from greater opponents to seek a better opportunity to attack them later.

Roleplaying Notes

”What do I care? What do I care if Kalanthes wins through- or if Thoth-Amon guts him and eats him and lays waste to the world? I do the Bone Woman’s bidding, as I swore to.”

-Janissa, Conan #12

Janissa is a functional sociopath. Human life, ideals, laws and even common courtesy have no meaning to her. Even the survival of the human race is irrelevant to her. Only the will of Bone Woman motivates her. If order to protect and aid a person important to the Bone Woman’s goals she does so. If ordered to kill a person she does it. If ordered to knock a Cimmerian barbarian unconscious, take him to another town and leave him for the watch to find she does so. What purpose it serves she cares not. The Bone Woman has effectively stripped her humanity from her. On the other hand Janissa has never been known to kill a person completely out of hand or without reason showing an core of iron hard control and the ability to defer her bloodlust if needed. Her life is certainly violent enough that she has ample opportunity to satisfy her need for conflict during the fulfilment of her duties.....

Yet Janissa is likely to appear in a game as an ally rather than enemy to PCs. The Bone Woman often desires to thwart the ambitions of other, more powerful sorcerers and rather than opposing them directly she helps their enemies. Often this involves sending Janissa to watch over those devoted to the downfall of her enemies, either covertly eliminating threats to them or placing useful allies in their path or more overtly as a bodyguard. Janissa often hold little regard for such ‘do-gooders’ and is merciless in scorn and ridicule to what she sees as their naiveté, inexperience and incompetence. Often such ‘allies’ can begin to hate her worse than the one she is protecting them from.

Should Janissa survive long enough to fulfil her term of service to the Bone Woman and regain her freedom, few could guess at what she would do were she free to act of her own violation.

”Tell her I tried. I was unable to sway the Duke’s advisers. They are too loyal. I have returned the money. I have paid more, as apology! Can she not leave me be? Can she not- But no. She does not send you to talk. Kill her, men. Let that be an end to it.”


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Nialldubh
Posted: May 24 2012, 02:40 PM


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Dion Pirenus By Raven
[First appearance Conan #7]

Ponitainan Aquilonian Level 6 Courtier (1)
Hit Dice: 4d6 [16 Hit Points]
Initiative: +1 [+2 Reflex; -1 Dexterity]
Movement: 30 Feet
Defence Value: Dodge 11; Parry 14
Damage Reduction: None
Base Attack/Grapple: +3/+5
Attack: Dagger +5 melee [1d4+2; 19-20 x2 critical; AP 3]
Full Attack: Same
Special Attacks: +1 to attack with Hunting Bow
Special Qualities: Adaptability [Bluff, Profession (merchant)]; Enhanced Leadership; Lead By Example +2; Rank Has It Privileges; Social Ability [refuge]; Title; Wealth;
Saves: Fort +2; Ref +1; Will +7
Abilities: Str 14; Dex 9; Con 11; Int 15; Wis 14; Cha 14
Skills: Appraise +10; Bluff +15 (2)(3); Diplomacy +16 (4)(5); Disguise +5 (6); Forgery +13 (6); Gather Information +16 (5) (7); Intimidate +12 (2)(5); Knowledge [local] +11; Knowledge [nobility] +11; Listen +5; Profession [merchant] +16 (2)(8); Sense Motive +13 (7); Spot +5;
Feats: Deceitful, Investigator; Negotiator, Persuasive; Skill Focus [Profession (merchant)]
Code of Honour: None
Reputation: Talented [Poitain- 8]

Equipment: Concealed Dagger; Noble class turban, robe and shift

(1) Courtier: Click Here:
(2) Includes Adaptability special ability
(3) Includes Persuasive Feat
(4) Includes Negotiator Feat
(5) Includes synergy bonus
(6) Includes Deceitful Feat
(7) Includes Investigator Feat
(8) Includes Skill Focus Feat

Dion Pirenus was a merchant of some account in the Aquilonian province of Poitain. In his youth he rose suddenly from the ranks of common merchants suddenly with a series of very timely investments that paid very handsomely. With this money he established a name for himself, gained control of certain tradestuffs within the province and became a sometimes advisor for the local nobility over matters of trade and taxation.

Few knew however that the source of Dion’s initial success was not born of his shrewd skill and solid intellect- of which he possessed a not inconsequential amount- but of a deal made with the ancient sorceress known as the Bone Woman. To her skill with the arts of divination the mere forecast of which commodities would be of value in the near future was child’s play. In return for her help she would ask certain favours of Dion to affect policy in the province of Poitain to be more to her liking. Fearing her power and the skill of her pet assassin Janissa the Widowmaker, Dion obeyed these instructions to the best of his ability but secret longed to be free of her influence.

In Conan’s sixteenth year of life, Dion influence proven to be too little to sway the local Duke’s advisers into a policy more to the Bone Woman’s liking. He repaid the Bone Woman’s agent with interest in attempt to apologize to her for his failing, but her rightly feared her wrath would descend upon him nonetheless. He retired to his refuge- a villa high in the Poitainan Mountains that had once served as a fortress in the province’s past. He also took the precaution of hiring a large number of soldiers to guard his fortress and devised an ambush for Janissa for when she arrived. In the end all of Dion’s precautions proved to be futile. Janissa easily infiltrated his villa, fought through his ambush and slew him where he hid in the highest tower of the villa.


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